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Appetite for Destruction: The Barbarian's Handbook (by lordduskblade)
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<blockquote data-quote="Nibelung" data-source="post: 6712008" data-attributes="member: 74499"><p><strong>Originally posted by lordduskblade:</strong></p><p></p><p><strong>Powers - Paragon Tier: Spreading the Destruction</strong></p><p></p><p>As was the case before, I will be pointing out which powers require having a two-handed weapon, which require having two weapons equipped, and which do not require either.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 13, Encounter</strong></strong></span></p><p></p><p>There's actually a pretty nice power list at this level, but the definitive pick here is the potential triple-attack that is <strong>Storm of Blades</strong>, which is far too good for any Barbarian to pass up.</p><p></p><p><strong>Level 13 Encounter List</strong></p><p>[sblock]</p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong>Ancient Clan Strike (PrP)</strong> - The attack is pretty hefty by itself, and you have the option of taking some damage to make it more accurate, more reliable, and more damaging if you're a Rageblood. While the entry fee for all that goodness kind of stinks, the power is overall pretty solid.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #800080">Blade Whirlwind</span> (PHB 2)</strong> - A close burst attack with a minor push effect. Polearm Barbarians may be interested in it, but they would be alone in that regard.</p><p></p><p><strong><span style="color: #0000ff">Blood-Frenzy Strike</span> (PrP)</strong> - A solid hit that brings vulnerability to all damage as an additional effect. Nice for anyone, but Thaneborn get a bit of extra mileage.</p><p></p><p><strong><span style="color: #0000ff">Crack the Skull</span> (PHB 2)</strong> - It hits a NAD, and provides a Barbarian with a dazing status effect (outside of Dailies, Barbarians don't have many status inducers). Nice.</p><p><strong></strong></p><p><strong>Fortune's Favor (PrP)</strong> - If you're in the gambling mood, you can use this attack to fish for criticals, and hitting twice in a row will actually net you some extra damage (though missing will cost you some).</p><p></p><p><strong><span style="color: #00ccff">Iron Breaker's Shout</span> (PrP)</strong> - Slapping on a penalty to all defenses (in a close blast, no less) easily makes up for the attack's lower default damage. Ragebloods and Thunderborn alike might want this power later on.</p><p></p><p><strong>Ruinous Strike (D 386)</strong> - It trades the strength and duration of the vulnerability to all damage Blood-Frenzy Strike bring in favor of a slide being tacked on to the next attack. It can be <span style="color: #0000ff"><strong>as good</strong></span> with a damaging zone nearby, otherwise... not so much.</p><p></p><p><strong><span style="color: #ff9900">Storm of Blades </span>(PHB 2)</strong> - The potential to attack a single target three times in one turn opens the door for some horrific damage potential, and as such is irresistible for a Barbarian.</p><p></p><p><strong><span style="color: #0000ff">Terror's Cry</span> (PHB 2)</strong> - This attack hits a NAD for solid damage, then has a secondary attack that forces an enemy to move. Since moving provokes OA's, this can probably spawn a couple of other hits from your allies, making this <span style="color: #00ccff"><strong>great</strong></span> with the proper setup. However, the fact that it uses Charisma to attack (though at least that attack hits a NAD) can hold it back a little.</p><p></p><p><strong>Thunderfall (PHB 2)</strong> - Some decent charge damage, and a solid push + prone combo. Decent right now, but it loses <span style="color: #800080"><strong>a lot of luster</strong></span> at Epic Tier (since Howling Strike can have almost all these effects and still out-damage it).</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Shattering Reach</span> (D 384)</strong> - A reach weapon attack that comes in with an AC penalty and some decent damage. Pretty nice.<strong></strong></p><p><strong></strong></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Rolling Boulder</span> (PrP)</strong> - It effectively acts as a movement enhancer, allowing you to move past the back rank and beat up the enemy you want. That can be a pretty neat way to open the combat and get to a squishy target to beat up on.<strong></strong></p><p><strong></strong>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 15, Daily</strong></strong></span></p><p></p><p>At this level, I'm liking <strong>Ancient War Band Rage</strong>'s free Combat Advantage and bizarro-damage bonus by turning 1's into maximum damage, or <strong>Thunderfury Rage's</strong> ability to effortlessly generate additional attacks for you, though a Thaneborn in the right party can make an argument for <strong>Rage of the War Bringer</strong>.</p><p></p><p><strong>Level 15 Daily List</strong></p><p>[sblock]</p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Ancient War Band Rage</span> (PrP)</strong> - Free CA against any target you attack is nice, as is turning 1's into max damage (especially because many of you favor big, swingy dice like the d12). A pretty sweet power.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong><span style="color: #800080">Flameheart Rage</span> (PHB 2)</strong> - The initial attack is not all that awesome, and the benefit is solid but rather unexceptional. I'm finding this power a bit of a hard sell.</p><p></p><p><strong><span style="color: #800080">Frost Hide Rage</span> (PrP)</strong> - The exact same thing as L9's Stone Bear Rage, but with a slow on the initial attack and the Cold keyword. Meh.</p><p></p><p><strong>Hunting Lion Rage (PHB 2)</strong> - A decent smack, and it makes combat advantage very worth your while (too bad it doesn't give you a method to generate it). It can be decent.</p><p></p><p><strong><span style="color: #800080">Iron Hammer Rage</span> (PHB 2)</strong> - A decent entry attack, and it adds a push to all of your attacks (with a conditional benefit if you push an enemy next to blocking terrain). Not a fan.</p><p></p><p><strong><span style="color: #0000ff">Rage of the War Bringer</span> (PrP)</strong> - This power is kind of odd in that it buffs your entire party instead of you. That said, it probably gives you plenty more chances to spread extra damage around, so it's a pretty nice call, <span style="color: #00ccff"><strong>especially</strong></span> if you have other Strikers with you.</p><p></p><p><strong><span style="color: #800080">Scytheclaw Rage</span> (PrP)</strong> - The power level of the effects is about appropriate for a L1 Daily, not an L15 one. That said, I can't be that harsh on a power that enables chargespam.</p><p></p><p><strong><span style="color: #00ccff">Thunderfury Rage</span> (PHB 2)</strong> - A very sweet Rage power, generating an attack when an attack hits or misses you is a great way to get extra damage going.</p><p></p><p><strong><span style="color: #800080">Tidal Rage</span> (PrP)</strong> - The initial attack has HUGE range and a large slide, but being ally-unfriendly lowers its stock somewhat. Toss in a rather uninspiring repositioning effect and I'm not all that enthused by this power.</p><p></p><p><strong>Whisper's Blades Rage (D 380)</strong> - It deals the Rage damage to two targets (though to be fair it's not all that much), and it gives you a damage-redirection effect with a range of 5. It can be decent if you somehow are stuck and want to hack at another enemy, but it's not a top choice for me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two-Handed Weapon:</strong></strong></span></p><p></p><p><strong>Slashing Tornado Rage (D 384)</strong> - The entry attack has nice reach but poor damage, and the area autodamage is nice to have but it's not all that epic. Decent, but unexceptional.<strong></strong></p><p><strong></strong>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 16, Utility</strong></strong></span></p><p></p><p>At this level, I personally prefer the action advantage provided by <strong>Spur the Cycle</strong>, though the emergency revival button and buff of <strong>Battle Lust</strong> and the extra boost of <strong>Scent of Blood</strong> are certainly attractive as well.</p><p></p><p><strong>Level 16 Utility List</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Battle Lust</span> (PrP)</strong> - A heal and a free stand when you are down, as well as a meaty buff to hit and damage. This is a pretty darn good power.</p><p></p><p><strong><span style="color: #800080">Bounding Advance</span> (PrP)</strong> - While shifting most of your speed and ignoring enemies sounds nice on default, there is an item that can essentially replicate this benefit for you as a property, which massively reduces this power's stock.</p><p></p><p><strong><span style="color: #800080">Fuel the Fire </span>(PHB 2)</strong> - Provoking OA's for a buff can hurt more than it can help. Pass.</p><p></p><p><strong><span style="color: #800080">Great Stomp</span> (PHB 2)</strong> - A Daily for only one turn's worth of difficult terrain? Nah.</p><p></p><p><strong><span style="color: #0000ff">Kill Them All</span> (D 386)</strong> - Thematic gold, and a pretty useful power, actually.</p><p></p><p><strong>Primal Resistance (PHB 2)</strong> - Odds are you're not doing much with your Stance slot, so resist 10 against a variety of elements can be solid.</p><p></p><p><strong>Rampant Malice (PrP)</strong> - A nice bit of Striker-Defender cooperation, though it's <span style="color: #800080"><strong>of lesser value</strong></span> when your Defender is a Fighter or a Warden, since a flank will usually accomplish the same thing.</p><p></p><p><strong><span style="color: #800080">Rampant Reach</span> (D 384)</strong> - It requires a two-handed reach weapon and a critical just to give you a bonus to OA's and threatening reach for a turn? Not a fan.</p><p></p><p><strong><span style="color: #0000ff">Scent of Blood </span>(PrP)</strong> - It doesn't take up any actions on your turn, and it provides a buff to damage and healing. That's a pretty nice power to have.</p><p></p><p><strong><span style="color: #00ccff">Spur the Cycle</span> (PHB 2)</strong> - Effectively an extra turn after a kill (a charge will usually get you where you need to go). Where do I sign up?</p><p></p><p><strong>Strength of Enduring Pain (PrP)</strong> - Use the ongoing you have going on for extra damage. It can be good, but it's a bit conditional.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 17, Encounter</strong></strong></span></p><p></p><p>At this level, we see some more build-specific divergence: Thaneborns are likely picking up <strong>Devastating Blow</strong>, Whirlers are likely going for <strong>Whirling Skirmish</strong>, Thunderborn will probably go for a power at an earlier level or <strong>Stone-Splitting Roar</strong>, and Ragebloods will probably do the same, although <strong>Threatening Fury </strong>is an option as well.</p><p></p><p><strong>Level 17 Encounter List</strong></p><p>[sblock]</p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Bloody Roar</span> (D 386)</strong> - To be honest with you, this is weaker than L13's Terror's Cry (that one hits a NAD, and can provoke additional attacks from your allies), while having the same basic makeup. Nah.</p><p></p><p><strong><span style="color: #0000ff">Devastating Blow</span> (PHB 2)</strong> - Shatterbone Strike just got bigger. I'll take that deal.</p><p></p><p><strong>Frightening Strike (PrP)</strong> - Debuffing attack is not as good as debuffing AC for a Striker, and the damage is lower. Decent, but you have a better option here.</p><p></p><p><strong><span style="color: #800080">Lines of Rage</span> (PrP)</strong> - Take some damage, deal some more damage. While the attack itself is pretty hefty, taking damage for it to be any better than other powers here is kind of lame.</p><p></p><p><strong>Mountain Grasp (PHB 2)</strong> - The damage is low for this level, but immobilizing and combat advantage can be pretty solid.</p><p></p><p><strong>Shoulder Slam (PHB 2)</strong> - It's charge-friendly (so you can deal charge damage to two targets), it hits a NAD, and it bring extra accuracy if you're a Rageblood. That said, it's probably coming in at less damage than a Howling Strike. Average.</p><p></p><p><strong><span style="color: #0000ff">Stone-Splitting Roar</span> (PrP)</strong> - The initial attack is weak, but the blast allows you to double-dip on some damage modifiers while you hit other people, and mass combat advantage is pretty nice too.</p><p></p><p><strong><span style="color: #0000ff">Threatening Fury</span> (PHB 2)</strong> - This power gives you a turn of catch-22; pretty much anything the enemy does at this point will allow you to get an OA in, so it's effectively a delayed double attack, which is nice.</p><p></p><p><strong>Vigorous Strike (PHB 2)</strong> - A so-so attack with some THP - not bad, but not really wow-inducing.</p><p></p><p><span style="font-size: 12px"><strong><strong>Two Weapons:</strong></strong></span></p><p></p><p><strong>Blood-Spattered Frenzy (PrP)</strong> - It's similar to L1's Whirling Frenzy, but with more punch and no drawback. Probably got here too late, though.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Whirling Skirmish</span> (PrP)</strong> - A swing, and then autodamage around you can let you double-dip against one target (it also has some mobility attached). Pretty nice if you ask me.<strong></strong></p><p><strong></strong>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Level 19, Daily</strong></strong></span></p><p></p><p>At this level, I favor <strong>Desert Wind Rage</strong>'s mass autodamage or <strong>Winter Phoenix Rage</strong>'s huge defensive bonuses, but you can find some pretty competitive powers at this level.</p><p></p><p><strong>Level 19 Daily List</strong></p><p>[sblock]</p><p><span style="font-size: 12px"><strong><strong>Any Weapon:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Desert Wind Rage</span> (PrP)</strong> - A blinding entry attack, and a nice auto-damage effect in a whopping range of 5 squares. Probably the best offensive rage of this level.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Elder Tuskbrother Rage</span> (PrP)</strong> - The entry attack is coming in for some absolutely horrendous damage given that it's hefty by default and charge-friendly, but the effect is not quite at the level as some others here.</p><p></p><p><strong><span style="color: #800080">Fortune's Ravagers Rage</span> (D 380)</strong> - Enemy criticals are not the most common occurrence, so unless your DM has some freaky relationship with his d20, this might not do much of anything. Skip.</p><p></p><p><strong>Ghost Viper Rage (PHB 2)</strong> - The damage on the entry attack is not that impressive, but free combat advantage is a pretty solid benefit, especially when flanking buddies aren't around.</p><p></p><p><strong><span style="color: #0000ff">Hydra Rage</span> (PHB 2)</strong> - A dazing entry attack, and it compensates for your misses, which is pretty good to have.</p><p></p><p><strong><span style="color: #0000ff">Primal War Band Rage</span> (PrP)</strong> - The entry attack is nice and meaty, and all enemies within 5 squares of you granting combat advantage for you and all your allies is very nice to have.</p><p></p><p><strong>Rock Tree Rage (PrP)</strong> - A vicious interrupt attack when you are approached, which can set up more attacks should people still attempt to approach you. That said, it's probably gonna be hard to trigger given that monsters at this level tend to have reach and thus will not approach you, but it's <span style="color: #00ccff"><strong>incredible</strong></span></p><p><span style="color: #00ccff"></span>if you have some party cooperation.</p><p></p><p><strong>Storm Drake Rage (PHB 2)</strong> - The attack is not all that impressive to be honest, but the effect knocks people prone when you get hit with a Melee attack, which is pretty neat. Decent overall.</p><p></p><p><strong>Voracious Predator Rage (PrP)</strong> - While this Rage doesn't actually do anything until you drop someone, the buff is pretty decent.</p><p></p><p><strong><span style="color: #00ccff">Winter Phoenix Rage</span> (PHB 2)</strong> - A huge regeneration ability, and some emergency button healing just in case even that's not enough. An excellent defensive power to have.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712008, member: 74499"] [b]Originally posted by lordduskblade:[/b] [b]Powers - Paragon Tier: Spreading the Destruction[/b] As was the case before, I will be pointing out which powers require having a two-handed weapon, which require having two weapons equipped, and which do not require either. [CENTER][Size=4][b][b]Level 13, Encounter[/b][/b][/size][/CENTER] There's actually a pretty nice power list at this level, but the definitive pick here is the potential triple-attack that is [b]Storm of Blades[/b], which is far too good for any Barbarian to pass up. [b]Level 13 Encounter List[/b] [sblock] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b]Ancient Clan Strike (PrP)[/b] - The attack is pretty hefty by itself, and you have the option of taking some damage to make it more accurate, more reliable, and more damaging if you're a Rageblood. While the entry fee for all that goodness kind of stinks, the power is overall pretty solid.[b] [COLOR=#800080]Blade Whirlwind[/COLOR] (PHB 2)[/b] - A close burst attack with a minor push effect. Polearm Barbarians may be interested in it, but they would be alone in that regard. [b][COLOR=#0000ff]Blood-Frenzy Strike[/COLOR] (PrP)[/b] - A solid hit that brings vulnerability to all damage as an additional effect. Nice for anyone, but Thaneborn get a bit of extra mileage. [b][COLOR=#0000ff]Crack the Skull[/COLOR] (PHB 2)[/b] - It hits a NAD, and provides a Barbarian with a dazing status effect (outside of Dailies, Barbarians don't have many status inducers). Nice. [b] Fortune's Favor (PrP)[/b] - If you're in the gambling mood, you can use this attack to fish for criticals, and hitting twice in a row will actually net you some extra damage (though missing will cost you some). [b][COLOR=#00ccff]Iron Breaker's Shout[/COLOR] (PrP)[/b] - Slapping on a penalty to all defenses (in a close blast, no less) easily makes up for the attack's lower default damage. Ragebloods and Thunderborn alike might want this power later on. [b]Ruinous Strike (D 386)[/b] - It trades the strength and duration of the vulnerability to all damage Blood-Frenzy Strike bring in favor of a slide being tacked on to the next attack. It can be [COLOR=#0000ff][b]as good[/b][/COLOR] with a damaging zone nearby, otherwise... not so much. [b][COLOR=#ff9900]Storm of Blades [/COLOR](PHB 2)[/b] - The potential to attack a single target three times in one turn opens the door for some horrific damage potential, and as such is irresistible for a Barbarian. [b][COLOR=#0000ff]Terror's Cry[/COLOR] (PHB 2)[/b] - This attack hits a NAD for solid damage, then has a secondary attack that forces an enemy to move. Since moving provokes OA's, this can probably spawn a couple of other hits from your allies, making this [COLOR=#00ccff][b]great[/b][/COLOR] with the proper setup. However, the fact that it uses Charisma to attack (though at least that attack hits a NAD) can hold it back a little. [b]Thunderfall (PHB 2)[/b] - Some decent charge damage, and a solid push + prone combo. Decent right now, but it loses [COLOR=#800080][b]a lot of luster[/b][/COLOR] at Epic Tier (since Howling Strike can have almost all these effects and still out-damage it). [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b][COLOR=#0000ff]Shattering Reach[/COLOR] (D 384)[/b] - A reach weapon attack that comes in with an AC penalty and some decent damage. Pretty nice.[b] [/b] [Size=3][b][b]Two Weapons:[/b][/b][/size] [b][COLOR=#0000ff]Rolling Boulder[/COLOR] (PrP)[/b] - It effectively acts as a movement enhancer, allowing you to move past the back rank and beat up the enemy you want. That can be a pretty neat way to open the combat and get to a squishy target to beat up on.[b] [/b][/sblock] [CENTER][Size=4][b][b]Level 15, Daily[/b][/b][/size][/CENTER] At this level, I'm liking [b]Ancient War Band Rage[/b]'s free Combat Advantage and bizarro-damage bonus by turning 1's into maximum damage, or [b]Thunderfury Rage's[/b] ability to effortlessly generate additional attacks for you, though a Thaneborn in the right party can make an argument for [b]Rage of the War Bringer[/b]. [b]Level 15 Daily List[/b] [sblock] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#00ccff]Ancient War Band Rage[/COLOR] (PrP)[/b] - Free CA against any target you attack is nice, as is turning 1's into max damage (especially because many of you favor big, swingy dice like the d12). A pretty sweet power.[b] [/b][b] [COLOR=#800080]Flameheart Rage[/COLOR] (PHB 2)[/b] - The initial attack is not all that awesome, and the benefit is solid but rather unexceptional. I'm finding this power a bit of a hard sell. [b][COLOR=#800080]Frost Hide Rage[/COLOR] (PrP)[/b] - The exact same thing as L9's Stone Bear Rage, but with a slow on the initial attack and the Cold keyword. Meh. [b]Hunting Lion Rage (PHB 2)[/b] - A decent smack, and it makes combat advantage very worth your while (too bad it doesn't give you a method to generate it). It can be decent. [b][COLOR=#800080]Iron Hammer Rage[/COLOR] (PHB 2)[/b] - A decent entry attack, and it adds a push to all of your attacks (with a conditional benefit if you push an enemy next to blocking terrain). Not a fan. [b][COLOR=#0000ff]Rage of the War Bringer[/COLOR] (PrP)[/b] - This power is kind of odd in that it buffs your entire party instead of you. That said, it probably gives you plenty more chances to spread extra damage around, so it's a pretty nice call, [COLOR=#00ccff][b]especially[/b][/COLOR] if you have other Strikers with you. [b][COLOR=#800080]Scytheclaw Rage[/COLOR] (PrP)[/b] - The power level of the effects is about appropriate for a L1 Daily, not an L15 one. That said, I can't be that harsh on a power that enables chargespam. [b][COLOR=#00ccff]Thunderfury Rage[/COLOR] (PHB 2)[/b] - A very sweet Rage power, generating an attack when an attack hits or misses you is a great way to get extra damage going. [b][COLOR=#800080]Tidal Rage[/COLOR] (PrP)[/b] - The initial attack has HUGE range and a large slide, but being ally-unfriendly lowers its stock somewhat. Toss in a rather uninspiring repositioning effect and I'm not all that enthused by this power. [b]Whisper's Blades Rage (D 380)[/b] - It deals the Rage damage to two targets (though to be fair it's not all that much), and it gives you a damage-redirection effect with a range of 5. It can be decent if you somehow are stuck and want to hack at another enemy, but it's not a top choice for me. [Size=3][b][b]Two-Handed Weapon:[/b][/b][/size] [b]Slashing Tornado Rage (D 384)[/b] - The entry attack has nice reach but poor damage, and the area autodamage is nice to have but it's not all that epic. Decent, but unexceptional.[b] [/b][b][/b][/sblock] [CENTER][Size=4][b][b]Level 16, Utility[/b][/b][/size][/CENTER] At this level, I personally prefer the action advantage provided by [b]Spur the Cycle[/b], though the emergency revival button and buff of [b]Battle Lust[/b] and the extra boost of [b]Scent of Blood[/b] are certainly attractive as well. [b]Level 16 Utility List[/b] [sblock] [b][COLOR=#0000ff]Battle Lust[/COLOR] (PrP)[/b] - A heal and a free stand when you are down, as well as a meaty buff to hit and damage. This is a pretty darn good power. [b][COLOR=#800080]Bounding Advance[/COLOR] (PrP)[/b] - While shifting most of your speed and ignoring enemies sounds nice on default, there is an item that can essentially replicate this benefit for you as a property, which massively reduces this power's stock. [b][COLOR=#800080]Fuel the Fire [/COLOR](PHB 2)[/b] - Provoking OA's for a buff can hurt more than it can help. Pass. [b][COLOR=#800080]Great Stomp[/COLOR] (PHB 2)[/b] - A Daily for only one turn's worth of difficult terrain? Nah. [b][COLOR=#0000ff]Kill Them All[/COLOR] (D 386)[/b] - Thematic gold, and a pretty useful power, actually. [b]Primal Resistance (PHB 2)[/b] - Odds are you're not doing much with your Stance slot, so resist 10 against a variety of elements can be solid. [b]Rampant Malice (PrP)[/b] - A nice bit of Striker-Defender cooperation, though it's [COLOR=#800080][b]of lesser value[/b][/COLOR] when your Defender is a Fighter or a Warden, since a flank will usually accomplish the same thing. [b][COLOR=#800080]Rampant Reach[/COLOR] (D 384)[/b] - It requires a two-handed reach weapon and a critical just to give you a bonus to OA's and threatening reach for a turn? Not a fan. [b][COLOR=#0000ff]Scent of Blood [/COLOR](PrP)[/b] - It doesn't take up any actions on your turn, and it provides a buff to damage and healing. That's a pretty nice power to have. [b][COLOR=#00ccff]Spur the Cycle[/COLOR] (PHB 2)[/b] - Effectively an extra turn after a kill (a charge will usually get you where you need to go). Where do I sign up? [b]Strength of Enduring Pain (PrP)[/b] - Use the ongoing you have going on for extra damage. It can be good, but it's a bit conditional. [/sblock] [CENTER][Size=4][b][b]Level 17, Encounter[/b][/b][/size][/CENTER] At this level, we see some more build-specific divergence: Thaneborns are likely picking up [b]Devastating Blow[/b], Whirlers are likely going for [b]Whirling Skirmish[/b], Thunderborn will probably go for a power at an earlier level or [b]Stone-Splitting Roar[/b], and Ragebloods will probably do the same, although [b]Threatening Fury [/b]is an option as well. [b]Level 17 Encounter List[/b] [sblock] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#800080]Bloody Roar[/COLOR] (D 386)[/b] - To be honest with you, this is weaker than L13's Terror's Cry (that one hits a NAD, and can provoke additional attacks from your allies), while having the same basic makeup. Nah. [b][COLOR=#0000ff]Devastating Blow[/COLOR] (PHB 2)[/b] - Shatterbone Strike just got bigger. I'll take that deal. [b]Frightening Strike (PrP)[/b] - Debuffing attack is not as good as debuffing AC for a Striker, and the damage is lower. Decent, but you have a better option here. [b][COLOR=#800080]Lines of Rage[/COLOR] (PrP)[/b] - Take some damage, deal some more damage. While the attack itself is pretty hefty, taking damage for it to be any better than other powers here is kind of lame. [b]Mountain Grasp (PHB 2)[/b] - The damage is low for this level, but immobilizing and combat advantage can be pretty solid. [b]Shoulder Slam (PHB 2)[/b] - It's charge-friendly (so you can deal charge damage to two targets), it hits a NAD, and it bring extra accuracy if you're a Rageblood. That said, it's probably coming in at less damage than a Howling Strike. Average. [b][COLOR=#0000ff]Stone-Splitting Roar[/COLOR] (PrP)[/b] - The initial attack is weak, but the blast allows you to double-dip on some damage modifiers while you hit other people, and mass combat advantage is pretty nice too. [b][COLOR=#0000ff]Threatening Fury[/COLOR] (PHB 2)[/b] - This power gives you a turn of catch-22; pretty much anything the enemy does at this point will allow you to get an OA in, so it's effectively a delayed double attack, which is nice. [b]Vigorous Strike (PHB 2)[/b] - A so-so attack with some THP - not bad, but not really wow-inducing. [Size=3][b][b]Two Weapons:[/b][/b][/size] [b]Blood-Spattered Frenzy (PrP)[/b] - It's similar to L1's Whirling Frenzy, but with more punch and no drawback. Probably got here too late, though.[b] [COLOR=#0000ff]Whirling Skirmish[/COLOR] (PrP)[/b] - A swing, and then autodamage around you can let you double-dip against one target (it also has some mobility attached). Pretty nice if you ask me.[b] [/b][/sblock] [CENTER][Size=4][b][b]Level 19, Daily[/b][/b][/size][/CENTER] At this level, I favor [b]Desert Wind Rage[/b]'s mass autodamage or [b]Winter Phoenix Rage[/b]'s huge defensive bonuses, but you can find some pretty competitive powers at this level. [b]Level 19 Daily List[/b] [sblock] [Size=3][b][b]Any Weapon:[/b][/b][/size] [b][COLOR=#00ccff]Desert Wind Rage[/COLOR] (PrP)[/b] - A blinding entry attack, and a nice auto-damage effect in a whopping range of 5 squares. Probably the best offensive rage of this level.[b] [COLOR=#0000ff]Elder Tuskbrother Rage[/COLOR] (PrP)[/b] - The entry attack is coming in for some absolutely horrendous damage given that it's hefty by default and charge-friendly, but the effect is not quite at the level as some others here. [b][COLOR=#800080]Fortune's Ravagers Rage[/COLOR] (D 380)[/b] - Enemy criticals are not the most common occurrence, so unless your DM has some freaky relationship with his d20, this might not do much of anything. Skip. [b]Ghost Viper Rage (PHB 2)[/b] - The damage on the entry attack is not that impressive, but free combat advantage is a pretty solid benefit, especially when flanking buddies aren't around. [b][COLOR=#0000ff]Hydra Rage[/COLOR] (PHB 2)[/b] - A dazing entry attack, and it compensates for your misses, which is pretty good to have. [b][COLOR=#0000ff]Primal War Band Rage[/COLOR] (PrP)[/b] - The entry attack is nice and meaty, and all enemies within 5 squares of you granting combat advantage for you and all your allies is very nice to have. [b]Rock Tree Rage (PrP)[/b] - A vicious interrupt attack when you are approached, which can set up more attacks should people still attempt to approach you. That said, it's probably gonna be hard to trigger given that monsters at this level tend to have reach and thus will not approach you, but it's [COLOR=#00ccff][b]incredible[/b] [/COLOR]if you have some party cooperation. [b]Storm Drake Rage (PHB 2)[/b] - The attack is not all that impressive to be honest, but the effect knocks people prone when you get hit with a Melee attack, which is pretty neat. Decent overall. [b]Voracious Predator Rage (PrP)[/b] - While this Rage doesn't actually do anything until you drop someone, the buff is pretty decent. [b][COLOR=#00ccff]Winter Phoenix Rage[/COLOR] (PHB 2)[/b] - A huge regeneration ability, and some emergency button healing just in case even that's not enough. An excellent defensive power to have. [b][/b][/sblock] [/QUOTE]
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Appetite for Destruction: The Barbarian's Handbook (by lordduskblade)
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